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Ultra Street Fighter 4 Discussion Thread

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Comments

  • Closed Accounts Posts: 1,329 ✭✭✭Xluna


    Chun Li needed an improved SBK imo.


  • Registered Users, Registered Users 2 Posts: 319 ✭✭DarkTalant


    New juri info:
    j.FP can't be used as an instant overhead since it whiffs on crouching opponents though it wasn't tested after a knockdown but it shouldn't really matter.

    c.forward, lk pinwheel seems safe from mid-to-max range of c.forward though it seems this is not applicable when the opponent is in the corner.

    Dive Kick causes a techable knockdown off of the first hit so my hopes for TK LK Dive Kick into a combo is out the window. It can act as a cross up as well which I wasn't expecting but it's a pleasant surprise.

    Overhead (forward+short) seems really good like almost Viper overhead good. Safe at the right distances and can be used as a frame trap tool.

    A lot of her normals have good priority and he shows that c.short, c.forward, and c.RH will stuff wake up non-EX Headbutt. I'm assuming c.short can be used as a meaty and if that's the case it'll be a key tool for Ultra I. Knockdown into c.short meaty and if it connects you can go to town into another knockdown.

    I'm pleased with the testing with counter movements. Counter movement straight jump into a instant dive kick will beat out reversal options it seems but if they block you're ****ed. Unfortunately, EX Dive Kick off of this doesn't cause a wall bounce as the follow up whiffs. What he did discover is that doing a dive kick after the counter movement straight jump will punish moves with longer recovery like Headbutt or Tiger Uppercut. I assume this will not work on Ryu's SRK now that they are 2 hits. EX Dive Kick from this option will net you the wall bounce into Ultra II. Counter movements in general are looking very iffy as they have to be perfectly spaced and they don't really allow for follow ups besides the straight jump one. The opponent can hit Juri out any of the counter movements so if they anticipate on it you can be punished. They seem more like a defensive tool but they look bad for that purpose. Dash behind the opponent can be tripped out of if you don't space it right. The position is very critical for the dashes. Counter movements get crushed if the move is counted as a reversal. They also get crushed by supers and Ultras.

    sh1Nd can you tell us more about EX counter movement? It looks like Juri can move in any direction she wants with it but is that dependant on the 2 buttons you press or is directional movement based? Like if you hit forward she'll do the dash behind the opponent, hit up she does the straight jump, hit back and she does the back dash - is that how it works?

    The c.FP can act as an anti-air but you need to do it early in order for it to stuff jump ins otherwise you'll end up trading with a lot of stuff and there doesn't appear to be a follow up after an AA c.FP. That being said c.Strong has generous hitboxes and acts as a much more reliable anti-air so Juri essentially has 2 one button AA's.

    I'm hoping you can test kara throw capabilities off of s.FP if that's still in the game as well as her meaty options. Prefarably in conjunction with Ultra I because I want to see if the overhead, c.short, and c.forward can be done as a meaty attack.

    I'm starting to see a decline in Juri's potential with a ton of unsafe options. Her rush down game looks weak and will rely more on gimmicky mix ups and Ultra I at the moment but there's a lot of untapped potential off of her fireball game. That being said her footise game looks really strong as the majority of her normals have range, priority, and good recovery.

    As for her oki game she has j.forward which crosses up and j.FP which can be really ambigious and when she lands after a hit she is right next to the opponent. This is good and bad because the knockdown is techable but maybe harder to react to. She lands just slightly after they are knockdown so if they tech your options are more limited. I'm hoping a meaty is still doable even if they tech since your landing is pretty much instant and they are in quick get up animation. This would make her oki game significant as landing a c.short meaty will give you c.shortx2, c.forward, HK Pinwheel into a knockdown. If you are in Feng Shui engine then you get a custom combo into a knockdown.

    She can also kara-throw with s.mp (far s.mp of course) and its an OK-range its comparable to claws s.hk kara with a little bit less of range.
    The info on the instant overhead seems to indicate that it will only work properly on the opponents wake-up.


  • Closed Accounts Posts: 4,987 ✭✭✭JohnMc1


    Orim wrote: »
    Eventhubs posted a big list of changes.

    Thanks for the link. I'm amazed I didn't see anything for Dan on there. I heard he got buffed the most so I wanted to see if that is true.


  • Registered Users, Registered Users 2 Posts: 4,971 ✭✭✭Orim


    Seth Killian said on an interview with SRK that Dan is going to wreck some fools.


  • Closed Accounts Posts: 4,987 ✭✭✭JohnMc1


    Orim wrote: »
    Seth Killian said on an interview with SRK that Dan is going to wreck some fools.

    Yeah I did hear he got the most buffs. Its about time they made him a worthwhile character.


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  • Registered Users, Registered Users 2 Posts: 8,678 ✭✭✭D4RK ONION


    Bugs like Blanka's slide whiffing against Rose as she walks or Sagat's ultra not hitting fully on Rose are still in.

    To me this comes across as very lazy.


  • Registered Users, Registered Users 2 Posts: 3,333 ✭✭✭Sairus


    D4RK ONION wrote: »
    To me this comes across as very lazy.
    Agreed. A second version of a game and actual known bugs aren't fixed?


  • Registered Users, Registered Users 2 Posts: 4,971 ✭✭✭Orim


    D4RK ONION wrote: »
    To me this comes across as very lazy.

    Might not be possible to fix these bugs without destroying one of the characters. Lesser of two evils and all that jazz.


  • Registered Users, Registered Users 2 Posts: 1,966 ✭✭✭Scavenger XIII


    Knowing Capcoms track record with these things I'd vouch for lazy.


  • Registered Users, Registered Users 2 Posts: 3,333 ✭✭✭Sairus


    GameTrailers posted up a new clip. Not much new in it aside from menu screens, but it does show a clip of Juri's ending at 1:40 which is fully animated, unlike the slideshow intros.
    http://www.gametrailers.com/video/preview-super-street/63617


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  • Registered Users, Registered Users 2 Posts: 2,910 ✭✭✭Sisko


    lol @ the 'mmmmmmmmm you look like your in good shape' and the other character is sakura 'pleased to meet you'


  • Moderators, Music Moderators Posts: 25,880 Mod ✭✭✭✭Doctor DooM


    Sometimes capcom leave bugs on purpose for whatever reason, for example cancelling is actually a massive bug in SFII: WW. These days SF wouldn't be the same without it.


  • Registered Users, Registered Users 2 Posts: 3,333 ✭✭✭Sairus


    Sometimes capcom leave bugs on purpose for whatever reason, for example cancelling is actually a massive bug in SFII: WW. These days SF wouldn't be the same without it.

    There's a difference between bugs like combos and bugs like certain characters being able to walk through other characters moves for no reason. (I have never heard of this bug before so I dont know its specifics, but from that one line it definitely sounds like something that should have been fixed)

    The not fully connecting Ultra's I'll let them away with though.


  • Moderators, Category Moderators, Computer Games Moderators Posts: 54,109 CMod ✭✭✭✭Retr0gamer


    For example cancelling is actually a massive bug in SFII: WW. These days SF wouldn't be the same without it.

    That's a rumour that most people think is fact because Edge magazine keep saying it's true with no confirmation. At most it started out as a bug discovered in development but the game was modified and incorporated it because it worked so well.


  • Moderators, Music Moderators Posts: 25,880 Mod ✭✭✭✭Doctor DooM


    Retr0gamer wrote: »
    That's a rumour that most people think is fact because Edge magazine keep saying it's true with no confirmation. At most it started out as a bug discovered in development but the game was modified and incorporated it because it worked so well.

    You learn something new... :)


  • Registered Users, Registered Users 2 Posts: 13,084 ✭✭✭✭Kirby


    Alot of the mechanics in street fighter started out as bugs and were kept because they added depth. "Confirmed" or not, its common sense.

    Just look at crossups. I mean on the face of it, it looks ridiculous. The character is pointing the wrong way, his foot or arm is connecting with thin air. It was a hitbox issue with the original but they kept it because it was nifty. Same with cancelling and Kara moves.

    And the game would be alot worse without them. So hurray for unintended epic mistakes.


  • Registered Users, Registered Users 2 Posts: 8,070 ✭✭✭Placebo


    kara throw.


  • Registered Users, Registered Users 2 Posts: 3,006 ✭✭✭Ramza


    Capcom even put back CPS Chains/Renda cancelling in Alpha 3 just for fun :pac:


  • Moderators, Music Moderators Posts: 25,880 Mod ✭✭✭✭Doctor DooM


    You're all missing what used to be the most famous one...


    RED FIREBALL ftw! :D


  • Registered Users, Registered Users 2 Posts: 8,070 ✭✭✭Placebo


    ryu_hadoken_pose.png

    *that fake fireball in sf hd is a glitch, the programmer forgot to add in HADOUKEN so they left it cause it was too late


    *Jokes


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  • Registered Users, Registered Users 2 Posts: 11,138 ✭✭✭✭chopperbyrne


    You're all missing what used to be the most famous one...


    RED FIREBALL ftw! :D

    Red fireballs were totally stronger!

    You could only do them after a double perfect though and you had to use a half circle motion instead of a quarter circle!

    Those were the days...


  • Registered Users, Registered Users 2 Posts: 1,171 ✭✭✭Sagat06


    and Guiles handcuff on a throw!!


  • Registered Users, Registered Users 2 Posts: 3,006 ✭✭✭Ramza


    Red fireballs were totally stronger!

    You could only do them after a double perfect though and you had to use a half circle motion instead of a quarter circle!

    Those were the days...

    I thought red fireballs were just totally random? :confused:


  • Registered Users, Registered Users 2 Posts: 8,067 ✭✭✭L31mr0d


    If you thought the dojo edition was AWESOME, then GET HYPED. Men holding hands never looked cooler :pac:



  • Registered Users, Registered Users 2 Posts: 4,229 ✭✭✭Dreddybajs


    Ramza wrote: »
    I thought red fireballs were just totally random? :confused:

    Nope, it's hcf+p (in ST anyway, dunno when it came in, maybe Super).

    And as for the Rose/Blanka glitch improving the game in any way...err, what?!


  • Registered Users, Registered Users 2 Posts: 11,138 ✭✭✭✭chopperbyrne


    Ramza wrote: »
    I thought red fireballs were just totally random? :confused:

    ironhide_facepalm.jpg


  • Registered Users, Registered Users 2 Posts: 11,138 ✭✭✭✭chopperbyrne


    Dreddybajs wrote: »
    Nope, it's hcf+p (in ST anyway, dunno when it came in, maybe Super).

    And as for the Rose/Blanka glitch improving the game in any way...err, what?!

    double-facepalm-demotivational-poster-1238022040.jpg


  • Registered Users, Registered Users 2 Posts: 4,229 ✭✭✭Dreddybajs


    What'd I get wrong?


  • Registered Users, Registered Users 2 Posts: 1,966 ✭✭✭Scavenger XIII


    To hell with Ryu, SF2 Ken throwing a red FB is where it's at.

    That was odd... :pac:


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  • Registered Users, Registered Users 2 Posts: 3,006 ✭✭✭Ramza


    No really, in the earlier SF games the red fireball was just a programming glitch, it happened at random, it was put into the later SF games for real

    Unless chopper was just being sarcastic in his first post and I'm too retarded to see it :pac:


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